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Disabling the cursor during a cutscene/action list

edited September 2017 in Technical Q&A
Hey there!

I was wondering if there is a way of disabling the cursor during a cutscene and/or action list. It can be visible, just it should be disabled so the user cannot click on anything (including UIs) during the action.

We need this because we cannot pause the game during these actions because we want the main UI on the bottom to stay visible during normal gameplay and ONLY hide it during a cutscene (Which are handled through Dialogue System).

image
The subtitle BG/Text label are a seperate UI From the lower bar. But if i choose to run this action list, for example, with "Pause Gameplay", both the subtitle UI and the lower bar UI get hidden, which is NOT want we want. We simply need the cursor to be disabled entire while all UIs stay onscreen.

Comments

  • When you say you cannot pause the game, do you mean you can't make the cutscenes gameplay-blocking?  Because the cursor can't click on UIs during gameplay-blocking Cutscenes unless the user explicitly allows it.

    If so, I'm not sure of the reasoning - if you set the main UI's Appear type to Manual, you have complete control over its display, so it'll only hide when you tell it to.  I'm guessing that it's currently set to During Gameplay, which will cause it to be automatically hidden when gameplay is blocked.

    When set to Manual, you can use the Menu: Change state Action to control its visibility.

    In answer to your question, however, you can disable the input, movement and interaction systems using the Engine: Manage systems Action.
  • Alright, so i could do a workaround by setting theira Appear Type to Manual and then call an actionlist that disables the two UI's before the cutscene and restores them afterwards. That works :)
  • Rather than manually disabling/enabling them each time, you can do it automatically using OnEnterGameState / OnExitGameState events.

    See the Manual's chapter on "custom events" for more on how they work, but essentially you could have menu-changing ActionLists trigger whenever the game enters/exits the "Cutscene" state.
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